• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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MSFS Materials

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netherlands
Good day all! I've been struggling with MFSF again. I'm trying to create good looking ground polygons for my project. I've got really nice textures made. In Prepar3D they looked fantastic! Importing them as projected mesh into MSFS they look absolute garbage! To LoRes. So I'm trying to create MSFS materials. I'm following the SDK, creating the Normal Roughness Metal maps, but they always get another normal map projected on them. It depends on the 'surface' material you choose, which one will be displayed. But wat I want is my own normal map, not something created by the sim or Asobo. HOW THE HELL CAN I DO THIS?! It's bugging me for months now!
 
Simply, with ground polygons or projected mesh... you can't


But you can achieve any kind of detail you like using a very thin 3d object, no problem when your ground is flat, with bumpy ground you gonna have a good time
 
you can achieve any kind of detail you like using a very thin 3d object, no problem when your ground is flat, with bumpy ground you gonna have a good time
If you place a flat polygon/model near the ground, it will flash, when you move and also, it will not contour to the ground. This is the reason, to use projected mesh, otherwise we'd do everything with flat polygon models, because they are not constrained to the pixel resolution of ground polygons, the way projected mesh is.

The flashing is caused by change in distance, when the ratio of distance from the polygon, exceeds the ratio of the distance, between the polygon and the ground. When that happens, limited decimal place calculations, define first the polygon, then the ground to be closer, depending on what values remain within the limited decimal buffer. In other words, the ground is always farther away, however the numbers that define that distance, or the ratio of that distance versus another object very close to the ground, become lost, because there are not sufficient decimal places to represent them.

The solution of course, is to raise the polygon, to increase the ratio toward larger, whole numbers, which could also allow it to be seen hovering, up close when it intersects landing gear.

Good day all! I've been struggling with MFSF again. I'm trying to create good looking ground polygons for my project. I've got really nice textures made. In Prepar3D they looked fantastic! Importing them as projected mesh into MSFS they look absolute garbage! To LoRes.

Undoubtedly, you are dealing with this phenomenon:

When being rendered, projected meshes are baked into the terrain textures. This helps reduce the polycount and permits the element to be terraformed. However, it also means that the texture quality won't be any greater than the resolution of the terrain textures themselves. In general, this resolution is around 4cm/pixel at the equator, with the best/highest resolution terrain textures reserved for higher LODs so we have a better quality for airports. For users, they will experience the best resolution possible setting the "Terrain level of detail" option to its maximum value.

It would probably help to read this section of the SDK, then use that, with what you've learned here and decide what will work best for you.
 
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